Testing and Development: Deadline-one week after comments
Re: Testing & Development~
@Franky: "a filler level" is mine, yes. I should have mentioned that.
There's still room for improvement though, it always is! ^^
There's still room for improvement though, it always is! ^^
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Twitter: xjakku
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Twitter: xjakku
Skype: jacklampe.
Follow and/or add if you wish. ^^
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- Muwha!
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Re: Testing & Development~
@xjC0n:
I personally think you have all you need already. If you change the music and link the upward moving gravity level (3F) to the end of one of your others you could make a nice level. It doesn't need to be amazingly big. The graphics look cool but you should find music to go with them and just mix what you have. A nice level that is done is better then an amazing level that never gets finished.
Put level 3F at the end of your first level and you got a nice level. But don't forget to add music. If you want to use your other levels also you can as well. I wouldn't worry about making the most amazing level ever, just make something fun with what you have, and add on to the fun rooms if you need to, or if they feel to short to you.
I personally think you have all you need already. If you change the music and link the upward moving gravity level (3F) to the end of one of your others you could make a nice level. It doesn't need to be amazingly big. The graphics look cool but you should find music to go with them and just mix what you have. A nice level that is done is better then an amazing level that never gets finished.
Put level 3F at the end of your first level and you got a nice level. But don't forget to add music. If you want to use your other levels also you can as well. I wouldn't worry about making the most amazing level ever, just make something fun with what you have, and add on to the fun rooms if you need to, or if they feel to short to you.
- shdwdrgnix
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Re: Testing & Development~
sorry about that small size( I blame photobucket for that).
heres a bigger image
also I didnt add power ups yet because Im not sure if Demo will be big at the start of all levels.
heres a bigger image
also I didnt add power ups yet because Im not sure if Demo will be big at the start of all levels.
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- Muwha!
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Re: Testing & Development~
@Capefeather: Your level is fine. No major bugs or glitches. The plants can be annoying, but maybe that's just me. I always have disliked plants that shoot out 2+ fireballs. You should post your level in the level clearing thread.
- ProfessorDemetri
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Re: Testing & Development~
Franky and Xj: I can't wait to play these when I get home from work! :D
- TaviTurnip
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Re: Testing & Development~
Franky:
xjC0n:
As for my own level, uhm, I kind of just got back from the weekend from hell ._. I'd worked on it last week, and I was going to this weekend but then things fell through for about four days in real life. I'm finally free again, though, and I've got Lunar Magic open right now, so that's what's going on now.
I regularly stream on Twitch! with other members of the talkhaus. Come watch Monday, Tuesday and Friday at 2PM for blind playthroughs and Pokémon and Touhou and stuff. Come hang out with us!
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- Muwha!
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Re: Testing & Development~
I've uploaded a video of my level for testers who are having a hard time reaching the end. This video will show you how to deal with a part you may not be able to get past without dieing. This video is unlisted, and it will be removed when my level is inserted to avoid spoiling the level. I just made this for testers to use as a guide so they can complete the level and report back what problems they found, or what can be improved. Criticism is fine, I want to make this level fun for the players, even if that means reducing the difficultly.
Also I will put a gray falling platform at the end since the difficulty is supposed to be over with once you reach the HEY THERE raocow! blocks. (Don't watch until you've played the level!)
http://www.youtube.com/watch?v=mLpkRAspF8s
Also I will put a gray falling platform at the end since the difficulty is supposed to be over with once you reach the HEY THERE raocow! blocks. (Don't watch until you've played the level!)
http://www.youtube.com/watch?v=mLpkRAspF8s
Re: Testing & Development~
Thanks for the feedback. It used to be a lot harder actually, I toned it down a bit. I understand what you mean with too long, it's my biggest concern. I have a secret exit anyways, so I intended to split it up, that is what I will do, and I have an idea about where too. I'm gonna think about how I will do this correctly. I want to find a good balance in length and difficulty, so I guess what I have now is good difficulty-wise, but it's too long?
I also need some kind of graphic swaps for some enemies, I have no good ideas right now, but I'll think of something and request it if I can't do it myself. I was thinking about the boo-circle area, however, that whole place might as well be cut out. Even though I kind of like my custom-sprite-edit-thingy.. D:
I got music ported by the awesomest Wyatt, I just need to insert it.. haha
This did get my motivation back.. haha ^^
I also need some kind of graphic swaps for some enemies, I have no good ideas right now, but I'll think of something and request it if I can't do it myself. I was thinking about the boo-circle area, however, that whole place might as well be cut out. Even though I kind of like my custom-sprite-edit-thingy.. D:
I got music ported by the awesomest Wyatt, I just need to insert it.. haha
This did get my motivation back.. haha ^^
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Twitter: xjakku
Skype: jacklampe.
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Twitter: xjakku
Skype: jacklampe.
Follow and/or add if you wish. ^^
- ProfessorDemetri
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Re: Testing & Development~
Home from work, ramen made, pepsi poured, and house coat on, I think I'm about ready to test some game!
*rolls up sleeves*
Writing these as I play 'em.
Franky:
XJ:
As for my own level, I think the only thing left for me to do is for the music bank to actually work... I don't know how to do that... lol
Welp, this is the latest version, changed the layer priority for the behind cavey bits, yo.
*rolls up sleeves*
Writing these as I play 'em.
Franky:
Welp, this is the latest version, changed the layer priority for the behind cavey bits, yo.
Re: Testing & Development~
Response to ProfessorDemetri's feedback:
Your level will be tested tonight, as I must leave now. Sorry.
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Twitter: xjakku
Skype: jacklampe.
Follow and/or add if you wish. ^^
Twitter: xjakku
Skype: jacklampe.
Follow and/or add if you wish. ^^
Re: Testing & Development~
@ProfessorDemetri:
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Twitter: xjakku
Skype: jacklampe.
Follow and/or add if you wish. ^^
Twitter: xjakku
Skype: jacklampe.
Follow and/or add if you wish. ^^
- TaviTurnip
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Re: Testing & Development~
ProfessorDemetri:
I've been reworking the level from the ground up since last time. All the sublevels are still the same, right now, but I'm doing those as we speak. I'm not really posting this for input as much as I'm simply showing progress. I've got to rework the inner puzzles since one of them's a little breakable. I'm also going to redraw a new graphic for Spiny enemies, since they're kind of a necessary staple of the level, in a sense. You'll see what I mean next time.
http://imageshack.us/m/405/5910/vines2.png
I know it doesn't look like much now. Like I said, I'm just showing progress.
http://imageshack.us/m/405/5910/vines2.png
I know it doesn't look like much now. Like I said, I'm just showing progress.
I regularly stream on Twitch! with other members of the talkhaus. Come watch Monday, Tuesday and Friday at 2PM for blind playthroughs and Pokémon and Touhou and stuff. Come hang out with us!
Re: Testing & Development~
This is what I got so far. However, I feel that the image doesn't capture the way the level plays properly, but this is a good start for initial feedback. It looks pretty long, but please take in consideration that there's no sublevels, and you start in the center rather than at one end.
Level 136
Initially, I thought of using the spot of the 3-up turnip for the treasure chest, but in that case I'll have to move the coin nearby a bit. That's still something I have to work on.
Level 136
Initially, I thought of using the spot of the 3-up turnip for the treasure chest, but in that case I'll have to move the coin nearby a bit. That's still something I have to work on.
Re: Testing & Development~
I'd been hoping to do more, but life caught up to me:
The first part is the only thing that I'd consider being finished on (Unless it's still considered too annoying), changing the actual rooms is my next job.
The first part is the only thing that I'd consider being finished on (Unless it's still considered too annoying), changing the actual rooms is my next job.
Re: Testing & Development~
UPDATE!
The level itself is pretty much done.
I need to know whether I should change some things or not and whether this is playable and acceptable as it is.
I'm currently working on ports for my level, so it's gonna get custom music later on.
Yeah, basically posting this because I want to keep my level (especially since it's near completion XP)
The level itself is pretty much done.
I need to know whether I should change some things or not and whether this is playable and acceptable as it is.
I'm currently working on ports for my level, so it's gonna get custom music later on.
Yeah, basically posting this because I want to keep my level (especially since it's near completion XP)
Too lazy to be creative here
- Terry von Feleday
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Re: Testing & Development~
ProfessorDemitri:
GVirusG:
I feel a bit stupid for asking this but... How do I get past the gap between the vine and the pipe with a clapping Chuck on it right at the beginning? I feel there's something dumb and obvious I'm missing, but I can't enter the pipe on the far left and I don't see much else that looks like the way forward.
1: There's no real way to see the shell that flies out at you right at the beginning coming the first time you start the level, making it feel like a pointless "gotcha!!" moment. What I would do is put the koopa and the shell above Demo's starting point so the player can see it being kicked, then it turning around and into where they are going won't be quite as much of a surprise. (timing may be tricky on this, but there's probably a way to do it)
I feel a bit stupid for asking this but... How do I get past the gap between the vine and the pipe with a clapping Chuck on it right at the beginning? I feel there's something dumb and obvious I'm missing, but I can't enter the pipe on the far left and I don't see much else that looks like the way forward.
Re: Testing & Development~
asdfadsf
Okay. The thing is, this spring I've been applying to educations. Applying is completely opposite to my nature, so it has drained all my energy. But this project has been on my mind every single day, so it's not like I want to give up my spot. My last entrance exam will be in less than two weeks, and then I'll finally be able to have a summer vacation.
Last time I tried to clear my level, I got positive feedback and also some suggestions, so it's not clear yet. I made some minor modifications according to those suggestions that were mainly to make my background and foreground be connected to each other, both stylistically and physically. Like this:
I hope posting this won't make me lose my level spot. ;) I'll start to maintain a regular update schedule and make myself stick to it. It'll be two more weeks and then I'm free of this anguish!
Okay. The thing is, this spring I've been applying to educations. Applying is completely opposite to my nature, so it has drained all my energy. But this project has been on my mind every single day, so it's not like I want to give up my spot. My last entrance exam will be in less than two weeks, and then I'll finally be able to have a summer vacation.
Last time I tried to clear my level, I got positive feedback and also some suggestions, so it's not clear yet. I made some minor modifications according to those suggestions that were mainly to make my background and foreground be connected to each other, both stylistically and physically. Like this:
- Fireyblaze
- Posts: 4
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Re: Testing & Development~
My lack of update is mainly because of my lack of access to a computer. We were moving, and my computer was one of the first things to be packed up. So, I had no access for like 2 weeks. I had just read the PM yesterday because I had school work to make up that was on my computer. I have only gotten like 2 more screens of it done, and I'm debating on whether I should make it a really short level or extend it.
The black outlines are sprite only and the white ones are Mario only. Its difficult to understand what is happening without playing, but I'll get a thing for you guys to test later. Should I add the midpoint now and just make it a short stage or add more?
The black outlines are sprite only and the white ones are Mario only. Its difficult to understand what is happening without playing, but I'll get a thing for you guys to test later. Should I add the midpoint now and just make it a short stage or add more?
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- Muwha!
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Re: Testing & Development~
The mushroom at the start was just for testing. To show you that you will lose your powerups at the yoshi plants and regain them later. It wont be in the final version. Also the cutoff can't be helped, that's how the person who made the ExGFX did them. Thanks for the feedback guys. I am going to add in another powerup, shorten the end jump, and add some more decorations. I will upload the patch very soon.
Last edited by Awakenyourmind 13 years ago, edited 1 time in total.
- shdwdrgnix
- Posts: 1
- Joined: 13 years ago
Re: Testing & Development~
I changed quite a bit in the first area.
Frozen Mantis
Also an ips link for those that want to play it.
Frozen Mantis ips
Also note that I am still looking for the right music for the first area, any help would be appreciated.
I will finish up whats left of area 2 shortly.
Frozen Mantis
Also an ips link for those that want to play it.
Frozen Mantis ips
Also note that I am still looking for the right music for the first area, any help would be appreciated.
I will finish up whats left of area 2 shortly.
- raocow
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Re: Testing & Development~
if you are really, really hurtin' for some music, ask chronium to compose you something, or look around the composed pieces of music, and all that.
the chillaxest of dragons
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- Muwha!
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Re: Testing & Development~
I've fixed the end jump. Added in two more extra powerups (spread out) and I am re doing the whole first level. It will be a castle part just like this one, however it will be different. It wont be a line guided section. So far it's coming along good. I will update this post soon.
- ProfessorDemetri
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Re: Testing & Development~
xj: good point about the stairs. I never really thought that hard about it... I'll look into it... I doubt I'll be able to change it, as changing the palette would also change the purple color of the around-y bits too... hmm.. Maybe I'll make the message read as something different. Thank you
Rena: Fucking layer priority is ALWAYS busting my ass lol. I'm running out of map16 slots maaaaaaaan, geeeeez. But you're totally right lol. FoD would probably say the same thing, so I might as well bite this one in the butt now, rather then later. Thank you for the kind words lol
Terry: Or maaaaaaybe, add another koopa above demo, so that she's always cautious from the get go? I like that plan better. Both of us are right lol. Your second point is totally right, I'll change that. Your third point, I don't honestly see the need. I mean, I'm okay with annoying the player for making a 1 box hole for themselves, and if they need to crouch jump for 10 seconds, then so be it. I'm okay with that lol. You're right about the koopas, and the spike palette. I'll change those. I actually like the surprise of the thwomps, though. Makes you feel paranoid, and that you can't trust the guidance of the coins, or what you previously thought. That's the overall point of this level. And actually, the tileset is from Demon's Crest, for the cave, and Ardy Lightfoot for the castle bit. Man, them SNES games. Nostalgia all up in here lol Thanks for the input!
Thanks for the input, guise!
As much as I'd like to do everything you guys tell me, I am going to have to pull rank on my own level, and go with my gut for a few things, but I thank you for all the input! :)
Rena: Fucking layer priority is ALWAYS busting my ass lol. I'm running out of map16 slots maaaaaaaan, geeeeez. But you're totally right lol. FoD would probably say the same thing, so I might as well bite this one in the butt now, rather then later. Thank you for the kind words lol
Terry: Or maaaaaaybe, add another koopa above demo, so that she's always cautious from the get go? I like that plan better. Both of us are right lol. Your second point is totally right, I'll change that. Your third point, I don't honestly see the need. I mean, I'm okay with annoying the player for making a 1 box hole for themselves, and if they need to crouch jump for 10 seconds, then so be it. I'm okay with that lol. You're right about the koopas, and the spike palette. I'll change those. I actually like the surprise of the thwomps, though. Makes you feel paranoid, and that you can't trust the guidance of the coins, or what you previously thought. That's the overall point of this level. And actually, the tileset is from Demon's Crest, for the cave, and Ardy Lightfoot for the castle bit. Man, them SNES games. Nostalgia all up in here lol Thanks for the input!
Thanks for the input, guise!
As much as I'd like to do everything you guys tell me, I am going to have to pull rank on my own level, and go with my gut for a few things, but I thank you for all the input! :)
Re: Testing & Development~
@Terry von Feleday
Yeah, that's one of the few tough jumps in my level. There should be a koopa and a goopa around, so just try throwing these at the chuck. If you miss or if you can't hit him, try finding the right spot and the right time to jump.
That's all there is to it
Yeah, that's one of the few tough jumps in my level. There should be a koopa and a goopa around, so just try throwing these at the chuck. If you miss or if you can't hit him, try finding the right spot and the right time to jump.
That's all there is to it
Too lazy to be creative here
- Karatekid5
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Re: Testing & Development~
I saw the heads up video, and even though I haven't posted since May 6th, I'm still making progress on the level. Though in the past two weeks, I was pretty busy with a lifeguarding class and removing a computer virus, so I just wanted to explain the absence, and I will have some progress posted by the end of the weekend. I'll also post the resources I used so far since the CMS has to be re-updated.